Reading a Spell Entry

Rules Index

Every spell entry follows a standard format. Understanding each field lets you quickly answer "how far does it reach?", "can I cast this in a dungeon?", and "does it affect invisible targets?" — without reading the full description every time.

Spell Entry Fields

FieldWhat it tells you
School (Subschool) Which of the 8 schools this spell belongs to, and which subschool (if any). Affects immunities, Spell Focus feats, and dispelling.
[Descriptor] Tags in brackets (e.g., [Fire], [Mind-Affecting]) flag elemental damage type, immunities, or alignment interactions.
Level The spell's level for each class that can cast it. Sets the minimum slot required and the base save DC.
Casting Time How long casting takes. Most are "1 standard action"; some are full-round, 1 minute, 10 minutes, or more.
Components V (verbal), S (somatic), M (material), F (focus), DF (divine focus). Costly materials are listed with their price.
Range How far away a target can be. See range categories below.
Target / Effect / Area What the spell affects. See the target/area section below.
Duration How long the effect lasts. See duration categories below.
Saving Throw Whether targets get a save, and what partial or full success means. "None" means no save allowed.
Spell Resistance Yes = caster must beat SR with a CL check. No = SR is ignored.

Range Categories

CategoryFormulaAt CL 1At CL 5At CL 10At CL 20
Personal Caster only Always self only; CL irrelevant
Touch Must touch target Requires a touch attack; range is 0
Close 25 + 5 × (CL ÷ 2) ft 30 ft35 ft50 ft75 ft
Medium 100 + 10 × CL ft 110 ft150 ft200 ft300 ft
Long 400 + 40 × CL ft 440 ft600 ft800 ft1,200 ft
Unlimited Anywhere on the same plane No distance limit; sight or link required
Close
30 ft
Medium
110 ft
Long
440 ft

Target, Effect, and Area

Target

The spell affects specific creatures or objects. You must be able to see (or otherwise perceive) the target. SR and saving throws apply per-target.

Effect

The spell creates something (a ray, a summoned creature, an object). The effect itself may then require an attack roll or saving throw to affect a creature.

Area

Affects all valid creatures/objects in a defined shape. SR and saving throws still apply individually. Area types: burst, emanation, spread, cone, line, cylinder.

Area typeShapeLine of effect?
BurstSphere from a point; affects all within, including behind coverYes — each creature individually
EmanationSphere from caster; moves with caster if concentrationYes
SpreadExpands like gas, flows around cornersNo — reaches around obstacles
ConeQuarter-sphere from caster; width = lengthYes
Line5-ft-wide path from caster to range; affects everything in pathYes
CylinderCircle from a point, extending up and/or downYes

Duration Categories

CategoryMeaning
InstantaneousEffect happens and is done; cannot be dispelled after the fact.
ConcentrationLasts as long as the caster concentrates (standard action each round); ends when the caster stops or fails a check.
Rounds/min/hours/days per levelScales with CL. "1 round/level" at CL 5 = 5 rounds.
Concentration + X roundsAfter the caster stops concentrating, continues for X more rounds.
Until dischargedPersists until the trigger condition occurs (e.g., contingency).
PermanentDoes not expire naturally; can be dispelled. Some require a save each day.
(D)Dismissible — caster can end the spell as a standard action (or free action if within range of the effect).

Saving Throw Results

Save line textWhat it means
Will negatesA successful Will save completely prevents the spell's effect on that creature.
Reflex halfSuccessful Reflex save takes half damage; failure takes full.
Fortitude partialSuccessful Fort save reduces the effect (e.g., avoids secondary effect or reduces duration).
NoneNo saving throw; spell takes full effect. SR may still apply.
DisbeliefIllusion — only creatures who have reason to doubt the illusion get a save (Will).
Object (harmless)Usually applies to a beneficial spell; the subject can decline to be affected.

Spell Schools & Subschools

Every spell belongs to one of eight schools. Schools matter for Spell Focus feats, Wizard school specialization, and some creature immunities. Each school has one or more subschools that further classify spells.

SchoolWhat it doesSubschools
Abjuration Protection, dispelling, and banishing. Wards, barriers, and counterspells.
Conjuration Bringing creatures or materials to the caster, or moving the caster elsewhere. Calling, Creation, Healing, Summoning, Teleportation
Divination Gathering information, detecting hidden things, predicting the future. Scrying
Enchantment Affecting the minds of creatures — charm, compulsion, sleep, fear. Charm, Compulsion
Evocation Channeling raw energy into damaging or manipulating forces.
Illusion Deceiving the senses and creating false images or sounds. Figment, Glamer, Pattern, Phantasm, Shadow
Necromancy Manipulating life force — healing, harming, raising undead, draining.
Transmutation Altering the physical properties of creatures and objects. Polymorph
Universal Rare spells that belong to no school and cannot be restricted by opposition schools.

Common Descriptors

Descriptors appear in brackets after the school. They flag game-mechanical interactions: creatures immune to [Fire] take no damage from fire spells; [Mind-Affecting] spells don't affect mindless undead or constructs; [Emotion] spells can't stack with each other; alignment descriptors ([Good], [Evil], [Lawful], [Chaotic]) interact with class restrictions and holy/unholy objects. The spell's full text will list any special interaction in the description.

See Also